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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00
Files
Dog-Lynx-And-HCN/scripts/Contents/Panels/MakeFeed.gd
T
fallingshrimp 261ea7ae7b feat: 调整游戏平衡性和武器配置
- 增加EntityBase中FEED_COUNT_CAN_MADE的值至2
- 将GameRule中refreshCountIncreasePercent改为refreshCountIncreaseCount
- 提升WhiteSoul武器的攻击力和作用范围
- 降低MakeFeed面板的refreshNeedBaseballCount基础值
- 修改Rooster的默认武器为WhiteSoul
- 调整WhiteSoul子弹的自动销毁逻辑
2025-12-07 14:05:30 +08:00

78 lines
2.4 KiB
GDScript

@tool
extends FullscreenPanelBase
var selectedCount: int = 0
var refreshNeedBaseballCount = 10
@onready var avaliableFeeds: Node2D = $"%avaliableFeeds"
@onready var feedCards: HBoxContainer = $"%feedcards"
@onready var waveLabel: RichTextLabel = $"%wave"
@onready var countLabel: RichTextLabel = $"%count"
@onready var skipBtn: Button = $"%skipBtn"
@onready var refreshBtn: Button = $"%refreshBtn"
@onready var needBB: ItemShow = $"%needBB"
func _ready():
skipBtn.pressed.connect(
func():
finish()
)
refreshBtn.pressed.connect(
func():
if UIState.player.inventory[ItemStore.ItemType.BASEBALL] >= refreshNeedBaseballCount:
UIState.player.inventory[ItemStore.ItemType.BASEBALL] -= refreshNeedBaseballCount
refreshNeedBaseballCount += randi_range(GameRule.refreshCountIncreaseCount.x, GameRule.refreshCountIncreaseCount.y)
regenerateCards()
)
ComponentManager.init()
for i in len(ComponentManager.feeds):
var feed = ComponentManager.getFeed(i).instantiate() as Feed
feed.selected.connect(
func(applied: bool):
if applied:
selectedCount += 1
updateValue()
if selectedCount >= UIState.player.fields[FieldStore.Entity.FEED_COUNT_CAN_MADE]:
finish()
)
avaliableFeeds.add_child(feed)
func beforeOpen(_args: Array = []):
selectedCount = 0
regenerateCards()
func clearCards():
for i in feedCards.get_children():
feedCards.remove_child(i)
avaliableFeeds.add_child(i)
func updateValue():
waveLabel.text = str(Wave.current + 1)
countLabel.text = str(UIState.player.fields[FieldStore.Entity.FEED_COUNT_CAN_MADE] - selectedCount)
needBB.count = refreshNeedBaseballCount
func finish():
WorldManager.rootNode.spawnWave()
UIState.closeCurrentPanel()
func regenerateCards():
updateValue()
clearCards()
var feeds = generateCardByQuality()
for feed in feeds:
feed.show()
feed.rebuildInfo()
avaliableFeeds.remove_child(feed)
feedCards.add_child(feed)
func generateCardByQuality():
var feeds = []
for i in range(len(avaliableFeeds.get_children())):
var feed = avaliableFeeds.get_children()[i] as Feed
for j in range(feed.nameLabel.weight(UIState.player)):
feeds.append(i)
var result = []
for i in range(UIState.player.fields[FieldStore.Entity.FEED_COUNT_SHOW]):
feeds.shuffle()
var feed = avaliableFeeds.get_children()[feeds[0]] as Feed
feed.rebuildInfo()
result.append(feed)
feeds = ArrayTool.removeAll(feeds, feeds[0])
return result